From fca74b0bf0a0833f5701e9c0de7b3bc15b2233dd Mon Sep 17 00:00:00 2001 From: dan miller Date: Fri, 19 Oct 2007 05:20:07 +0000 Subject: dont ask --- libraries/ode-0.9/OPCODE/Ice/IceRay.h | 98 ----------------------------------- 1 file changed, 98 deletions(-) delete mode 100644 libraries/ode-0.9/OPCODE/Ice/IceRay.h (limited to 'libraries/ode-0.9/OPCODE/Ice/IceRay.h') diff --git a/libraries/ode-0.9/OPCODE/Ice/IceRay.h b/libraries/ode-0.9/OPCODE/Ice/IceRay.h deleted file mode 100644 index 0268287..0000000 --- a/libraries/ode-0.9/OPCODE/Ice/IceRay.h +++ /dev/null @@ -1,98 +0,0 @@ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Contains code for rays. - * \file IceRay.h - * \author Pierre Terdiman - * \date April, 4, 2000 - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Include Guard -#ifndef __ICERAY_H__ -#define __ICERAY_H__ - - class ICEMATHS_API Ray - { - public: - //! Constructor - inline_ Ray() {} - //! Constructor - inline_ Ray(const Point& orig, const Point& dir) : mOrig(orig), mDir(dir) {} - //! Copy constructor - inline_ Ray(const Ray& ray) : mOrig(ray.mOrig), mDir(ray.mDir) {} - //! Destructor - inline_ ~Ray() {} - - float SquareDistance(const Point& point, float* t=null) const; - inline_ float Distance(const Point& point, float* t=null) const { return sqrtf(SquareDistance(point, t)); } - - Point mOrig; //!< Ray origin - Point mDir; //!< Normalized direction - }; - - inline_ void ComputeReflexionVector(Point& reflected, const Point& incoming_dir, const Point& outward_normal) - { - reflected = incoming_dir - outward_normal * 2.0f * (incoming_dir|outward_normal); - } - - inline_ void ComputeReflexionVector(Point& reflected, const Point& source, const Point& impact, const Point& normal) - { - Point V = impact - source; - reflected = V - normal * 2.0f * (V|normal); - } - - inline_ void DecomposeVector(Point& normal_compo, Point& tangent_compo, const Point& outward_dir, const Point& outward_normal) - { - normal_compo = outward_normal * (outward_dir|outward_normal); - tangent_compo = outward_dir - normal_compo; - } - - /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - /** - * Transforms a direction vector from world space to local space - * \param local_dir [out] direction vector in local space - * \param world_dir [in] direction vector in world space - * \param world [in] world transform - */ - /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - inline_ void ComputeLocalDirection(Point& local_dir, const Point& world_dir, const Matrix4x4& world) - { - // Get world direction back in local space -// Matrix3x3 InvWorld = world; -// local_dir = InvWorld * world_dir; - local_dir = Matrix3x3(world) * world_dir; - } - - /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - /** - * Transforms a position vector from world space to local space - * \param local_pt [out] position vector in local space - * \param world_pt [in] position vector in world space - * \param world [in] world transform - */ - /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - inline_ void ComputeLocalPoint(Point& local_pt, const Point& world_pt, const Matrix4x4& world) - { - // Get world vertex back in local space - Matrix4x4 InvWorld = world; - InvWorld.Invert(); - local_pt = world_pt * InvWorld; - } - - /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - /** - * Transforms a ray from world space to local space - * \param local_ray [out] ray in local space - * \param world_ray [in] ray in world space - * \param world [in] world transform - */ - /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - inline_ void ComputeLocalRay(Ray& local_ray, const Ray& world_ray, const Matrix4x4& world) - { - // Get world ray back in local space - ComputeLocalDirection(local_ray.mDir, world_ray.mDir, world); - ComputeLocalPoint(local_ray.mOrig, world_ray.mOrig, world); - } - -#endif // __ICERAY_H__ -- cgit v1.1